Debug
From Entropy
https://rubberduckdebugging.com/
Debugging in Entropy is very compartmentalized. Personally, I only want to see where I want to see.
Options
Buff: cb, ammo, beg, unity, aura, crew, buffself, shrink, poison, class, now, temp, bocked, buffgroup, buffraid, drop Heal: cure, xt, group, pet, self, hurt, tot, dannet, rez Move: face, tie, stick, stop, home, gtfo Debuff: debuff, mez Minion: petbuild, lost, sic, temp, heal Cast: item, nuke, dot Loot: loot Mode: forage, drag, summon, petfarm, harvest, hunt, fish, farm, lush, trainskill, trainspell Combat: def, target, melee, burn, agro, pull, misc, assist, decision, proc, ttl, sash, status, wait, hardstop, prediction Other: rest, spire, glyph, fireworks, manarecover, fade, event, watch, tag, safe, intensity, chrwatch, staminarecover, inventoryscan, invis Admin: build, observe, house, exit, sqledit, e3 Schema: init, s_zone, s_character, s_loot, s_nav, s_shared Zone: area
So, to debug Xtarget Healing you would do /debug heal xt
Debugs are not persistent. They reset to FALSE on a mac start/restart.
Some of them produce an excessive amount of output. Be prepared to provide screenshots. All output is in the mq2 window, not the mqlog.
Starting with a debug running
Entropy can be started with 4 options. All 4 can be different debugs if needed.
/mac entropy\start.mac debug:invis debug:aura
Would start the mac with the debug on for the /invis command and aura buffing.